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-- BLU
local CLASS = {}
 
CLASS.DisplayName			= "Blu"
CLASS.WalkSpeed 			= 400
CLASS.CrouchedWalkSpeed 	= 0.3
CLASS.RunSpeed				= 700
CLASS.DuckSpeed				= 0.3
CLASS.JumpPower				= 210
CLASS.PlayerModel			= "models/player/breen.mdl"
CLASS.DrawTeamRing			= true
CLASS.DrawViewModel			= true
CLASS.CanUseFlashlight      = true
CLASS.MaxHealth				= 100
CLASS.StartHealth			= 100
CLASS.StartArmor			= 0
CLASS.RespawnTime           = 0 // 0 means use the default spawn time chosen by gamemode
CLASS.DropWeaponOnDie		= false
CLASS.TeammateNoCollide 	= false
CLASS.AvoidPlayers			= false // Automatically avoid players that we're no colliding
CLASS.Selectable			= true // When false, this disables all the team checking
CLASS.FullRotation			= false // Allow the player's model to rotate upwards, etc etc
 
function CLASS:Loadout( pl )
 
	pl:Give( "weapon_357" )
 
end

function CLASS:OnSpawn( pl )
	pl.Inventory = {}
	pl.Inventory["sw_wrench"] = 1
end
 
function CLASS:OnDeath( pl, attacker, dmginfo )
	pl:drivingQuad = nil
	
end
 
function CLASS:Think( pl )
end
 
function CLASS:Move( pl, mv )
end
 
function CLASS:OnKeyPress( pl, key )
end
 
function CLASS:OnKeyRelease( pl, key ) end
 
function CLASS:ShouldDrawLocalPlayer( pl ) if pl:drivingQuad and ValidEntity(pl:drivingQuad) then return true end return false end
 
function CLASS:CalcView( ply, origin, angles, fov ) end
 
player_class.Register( "Blu", CLASS )

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-- Blu engie

local CLASS = {}
 
CLASS.DisplayName			= "Blu"
CLASS.WalkSpeed 			= 400
CLASS.CrouchedWalkSpeed 	= 0.3
CLASS.RunSpeed				= 600
CLASS.DuckSpeed				= 0.3
CLASS.JumpPower				= 210
CLASS.PlayerModel			= "models/player/breen.mdl"
CLASS.DrawTeamRing			= true
CLASS.DrawViewModel			= true
CLASS.CanUseFlashlight      = true
CLASS.MaxHealth				= 100
CLASS.StartHealth			= 100
CLASS.StartArmor			= 0
CLASS.RespawnTime           = 0 // 0 means use the default spawn time chosen by gamemode
CLASS.DropWeaponOnDie		= false
CLASS.TeammateNoCollide 	= false
CLASS.AvoidPlayers			= false // Automatically avoid players that we're no colliding
CLASS.Selectable			= true // When false, this disables all the team checking
CLASS.FullRotation			= false // Allow the player's model to rotate upwards, etc etc
 
function CLASS:Loadout( pl )
 
	pl:Give( "weapon_357" )
 
end

function CLASS:OnSpawn( pl )
	pl.Inventory = {}
	pl.Inventory["sw_wrench"] = 1
end
 
function CLASS:OnDeath( pl, attacker, dmginfo )
	pl:drivingQuad = nil
	
end
 
function CLASS:Think( pl )
end
 
function CLASS:Move( pl, mv )
end
 
function CLASS:OnKeyPress( pl, key )
end
 
function CLASS:OnKeyRelease( pl, key ) end
 
function CLASS:ShouldDrawLocalPlayer( pl ) if pl:drivingQuad and ValidEntity(pl:drivingQuad) then return true end return false end
 
function CLASS:CalcView( ply, origin, angles, fov ) end
 
player_class.Register( "Blu Engie", CLASS )